Programme Content Delivery
Field of the Invention
This invention relates to the delivery of programme content to a user. It is particularly, but not exclusively, concerned with on-line programme delivery using, for example, the Internet, although aspects of the invention are also applicable to conventional programme delivery methods such as terrestrial and satellite broadcast and cable.
Background to the Invention
In recent years, attempts have been made to translate many of the benefits of television and radio to the Internet. It is now commonplace to listen to radio stations from all over the world over the Internet, enabling users to hear broadcasts they would otherwise be unable to receive. Radio is an ideal medium for the Internet as the data rates involved are relatively small. Beyond the ability to listen to previously broadcast programmes offered by some radio stations, Internet radio is delivered to listeners using the same model as traditional broadcast radio stations: commercial stations typically broadcast advertising content every few minutes between segments of a programme. In essence, this is a linear approach to programming with each radio channel carrying its own combination of programme and advertisement content in isolation from other channels.
Whilst the Internet is suitable for audio broadcasts, it is less suitable for video broadcast. Even with high bandwidth ADSL lines it is difficult to receive reliably sufficient data to view a video broadcast with a satisfactory image size and resolution. This is particularly the case where there is a lot of inter-file movement, for example in a sports programme. With a typical 56kbit/s modem, it is not possible to receive a video broadcast that is acceptable to the viewer.
Because of these difficulties, the Internet has, until recently, mainly been used to download rather than stream images. Streaming offers the user an experience similar to that of television or Radio, but at the expense of a much greater data transmission requirement than downloading text or other material associated with a traditional web site.
Increased demands for increased streamed content place similarly increased demands on the Intemet infrastructure required to provide it. Even a relatively small number of video streams require significant amounts of bandwidth. Moreover, as well as the problems associated with distributing television programmes, production costs are high. As a result of both these problems, the streaming of television programmes over the Internet will remain both technically and economically difficult for a long time. As the popularity of streaming video increases, so do the demands on the Internet infrastructure. Although, as mentioned above, radio requires much lower data rates, as an audio only format it does not have the same appeal.
Streaming enables a number of channels located under a common master URL (Uniform Resource Locator) to be delivered, selectively, to a user. A number of companies that offer streaming media client programs provide a service where a number of content streams can be accessed through such a common URL.
Examples of these include Real networks offering RealPlayer, Apple Corp offering QuickTime and Windows Media offering Media Player. In the case of Real Networks, the common URL is www.real.com. the URL where the digital media player can be accessed. These client programs offer only a very basic user navigation and operational interface. The content is arranged in independent streams that, in the main, offer either a re-broadcast of an existing television channel such as ABC news or limited duration items which require user intervention to start and play in isolation. Many websites offering streaming content provide the user with the option to choose from one or more streaming client software programs. These programs are typically digital media players. However, the content available is only that associated
with that individual site. There are some search engines that focus on streaming content offering access to Internet radio stations. When the relevant station is chosen, the user is faced with a site- specific front end (home page) and streaming client software. The user is often confronted with one or more elements which make it difficult, impractical and time consuming to access the media. This may be exacerbated by a need to register and obtain a password for that particular site. These factors combine to obstruct any form of free movement between different channels or stations. The development of compression and other technologies used in digital platforms has seen multi-channel distribution platforms become available. These platforms include digital terrestrial, satellite and cable television and digital radio. The number of channels that can be distributed is constantly increasing. Typical digital satellite television broadcaster can now offer hundreds of the channels to the end user. There is potential for the number of available channels to increase greatly in the coming years.
Internet streaming provides a potential platform for multiple-channels. Unlike traditional broadcast platforms, the number of channels that can be made available on an Internet platform is effectively unlimited. This is due to the manner in which the end user connects to the source material by requesting a unique individual connection to a single channel rather than tuning in to a channel already being broadcast. A platform based on Internet streaming offers users an almost unlimited number of channels opening up unique opportunities to content providers but also creating difficulties.
These difficulties largely arise from the choice that is available to users. On a platform consisting of tens of thousands or hundreds of thousands of channels, it becomes extremely difficult for the user to identify quickly and easily a channel of interest to them. Electronic programme guides, which are presently used for digital television, enable the user to scroll through channels of interest but would be hopelessly complex with this number of channels.
In the broadcasting field, attempts have been made to tailor the broadcasting experience to the interests of viewers. One service, SKY+, provided by British Sky Broadcasting Group pic enables users to predefine the programmes they wish to view from a range of available channels. This service is little more than a tuner and video recorder that can be programmed in advance by the user to receive content from a number of different channels. This is not a live service.
We have appreciated that there is a need for a programme distribution model which utilises the benefits of the Internet but avoids the problems associated with the distribution of high frame rate video over the Internet. We have also appreciated that the conventional linear programming model of broadcast television and radio can be improved upon to give the user a much more personal experience. Such a programme model, while ideal for on-line programming may also be applicable to conventional programme distribution methods such as broadcasting.
Summary of the Invention
The present invention aims to address these needs. In one aspect of the invention a plurality of channels are available for distribution. The channels contain related content and the user can be switched between automatically depending partly on programme content. It may also depend on the user, their selection history, and their preferences. In a further aspect, the system can cascade the user through a plurality of channels automatically. The cascading may be through a series of sub-channels related to a channel at the top of a hierarchy. The user may be taken, automatically, through a series of stages which include an increasing amount of advertising material.
More specifically, there is provided a method of distributing media to a user, comprising providing a plurality of channels of media, selecting a first channel having programme content for presentation to the user, and automatically switching the channel presented to the user to a second channel of the plurality of channels.
The invention also provides a media distribution system, comprising a plurality of channels of media, means for selection of a first channel having programme content for presentation to user, and means for automatically switching the channel presented to the user to a second channel of the plurality of channels.
Embodiments of the invention have the advantage that users can view content from a number of channels under the control of the system which can determine when and to which channel to switch. Preferably, the channel is switched automatically at a predetermined point in the programme content distributed on the first channel or on another of the plurality of channels. This switching may take place at a cascade point, which includes an instruction either to the user or the channel provider to switch to a different channel. Thus, the cascade point may be on the channel currently being displayed to a user or on a new channel to which the user is to be switched. An example of the latter is a cascade point which indicates that a programme on a different channel is starting and switches to that channel.
Preferably the programme content carried by the second channel includes a cascade point which triggers automatic switching of the channel presented to the user to another of the plurality of channels. Alternatively this further cascade point may also be on another channel signalling that the user is to be switched to that channel.
Preferably, the channels are subdivided into levels, with each channel being assigned a level, and the automatic switching switches to a channel at a different level from the channel currently presented to the user. This has the advantage that a user viewing content from a channel at one level can by gradually taken through channels at different levels which include an increasing amount of advertising or promotional content. Preferably, the channel levels include a base level, wherein a base level has a plurality of associated channels at others of the plurality of levels, the base channel and associated channels forming a group of channels, and wherein the switching of channels is within the group of channels.
Preferably, the channels each carry programme material comprising at least one item. An item may include images and audio and may also include text and URL links. The text, links and images are displayed to the user in their browser. At least one of the channels may comprise an item of programme material that is continuously looped or a plurality of items that are continuously looped.
Preferably the channels each comprise a streaming channel distributed online to the user from a channel server. The distribution may be via the Internet, an intranet or another on-line medium.
In one preferred embodiment of the invention, the user receives a single channel at any one time. This, in combination with the use of discrete image files and a low file transmission rate enables programme content to be transmitted to users using a standard dial-up 56kbit/s modem.
A user having a higher bit rate connect, for example a broadband connection may receive the first and second channels at the same time, the programme content of the first channel being displayed to the user and the programme content of the second channel being pre-connected at the user to aid transition between display of the first channel programme to the user and display of the second channel programme to the user. Alternatively, both channels may be display, possibly with further channels as a mosaic in the user browser. The switching between channels enables a virtual channel to be formed for the user by switching the channel presented to the user automatically at predetermined transition points, the transition points being predetermined points in the programme material currently being presented to the user or on another channel. Preferably, the second channel is selected automatically from the plurality of channels according to predefined user preferences. The predefined user preferences may be entered by the via their web browser or selected from the
plurality of channels according to past channel selection history of the user. The first channel may be selected by the user and the second channel selected from the according to the programme content of the first channel. In a preferred embodiment, the plurality of channels are available for selection by the user from a website. Some channels may be available for selection by the user from different websites.
Preferably the images forming the programmes are displayed in the user browser for at least the time required to load the next successive image for display at the user. In one preferred embodiment, up to six images per minute are displayed in the user browser with associated audio and text.
The user preferences may be selected from a hierarchical list presented to the user in the user browser and may be selected for a group of users. The plurality of available of channels may be divided into a plurality of zones, each zone having multiple channels, whereby the user may select only to select channels from one or more zones. In an environment where many hundreds or thousands of channels are available, the zoning of channels assist the user in selecting the content they wish to receive.
The invention also resides in a method of creating a virtual channel for distribution of programme material to a user, comprising providing a plurality of channels of media, selecting a first channel having programme content for presentation to the user, automatically switching the channel presented to the user at a transition point in the programme content being presented to the user, and repeatedly switching the channel presented to the user when the programme content being presented to the user on the currently selected channel or on another of the plurality of channels reaches a transition point.
The invention also provides a system for creating a virtual channel for distribution of programme material to a user, comprising source of a plurality of
channels of media, a channel selector for selecting a first channel having programme content for presentation to the user, means for automatically switching the channel presented to the user at a transition point in the programme content being presented to the user, and means for repeatedly switching the channel presented to the user when the programme content being presented to the user on the currently selected channel or on another of the plurality of channels reaches a transition point.
The system further provides a system for delivering programme content to a plurality of users, comprising a server for distributing streaming programme channels to users for display in user browsers, the server distributing at least one of a plurality of channels to a given user under the control of user preference software and periodically changing the channel distributed to the user under the control of the user preference software. In another aspect, the invention provides a platform for delivering programme content on-line to a plurality of users, comprising a server for distributing streaming programme channels to users for display in user browsers, the server distributing at least one of a plurality of channels of programme content to a given user in response to user requests received through one of a plurality of access points to the platform, at least some of the plurality of channels being accessible from more than one access point.
A further aspect of the invention provides a method of distributing media to a user, comprising providing a plurality of channels of media, selecting a first channel having programme content for presentation to the user, and automatically switching the channel presented to the user to a second channel of the plurality of channels.
Preferably, the various aspects of the invention deliver content using internet Protocol (IP). This is typically via the Internet but may be via cable distributions.
Brief Description of Drawings
Embodiments of the invention will now be described, by way of example only, and which reference to the accompanying drawings, in which: Figures 1 and 2 are schematic overviews of a programme delivery platform embodying the invention; Figure 3 shows a general overview of how programmes can be constructed; Figure 4 is an illustration of how the content delivered to the user can cascade between channels; Figure 5 shows how a virtual channel can be created by multiple cascades across multiple channels; Figure 6 is an illustration of the composition of a number of programme channels; Figure 7 is a schematic view of a user display embodying the invention; Figure 8 shows the construction of a standard storyboard template; and Figure 9 is a view similar to figure 8, showing how one image is displayed while the next is being downloaded.
Description of Preferred Embodiment
The embodiment of the invention to be described enables programmes to be received using a 56Kbit/s dial up modem. The invention is not limited to such connectivity and is applicable to any data rate connection. Aspects of the invention, although described with respect to programme distribution via the Internet, are not limited to the Internet, or other on-line distribution techniques, and may be applied to conventional distribution media such as terrestrial, satellite and cable television and radio. Were the Internet is used; a variety of possible distribution methods may be utilised, including wireless and cellular technology such as telephones and PDAs. The term programme used herein refers to a media event delivered over the
Internet or other distribution platform and should not be confused with a computer program which comprises a series of instructions for execution by a computer.
One embodiment of the invention to be described makes available a plurality of channels of programming to users. These channels may be subdivided into a number of genres and, within each genre, or sub-genres, the user may switch either at will or under the control of the system between channels or may follow web links (URLs) to associated web sites. The programming is preferably delivered using conventional streaming techniques and viewed by a user via a conventional web browser, for example running on a PC, laptop or cellular communications device such as a telephone or PDA. The web browser is used by the user to select the genre in which they are interested and to navigate through menus to find a channel that they want to receive. The programming, in one preferred embodiment could be delivered via digital radio (DAB) with a display screen.
The system may be broken into three segments: the platform used to deliver programme content to users; the methods used to control which programme is provided to a user at any given time; and the format of the programmes. Each of these three sections is described in detail below.
Platform
Figures 1 and 2 show an overview of a platform embodying the invention. Figure 1 is a schematic view of the programme provider side of the system and shows how programme content can be made available to users. Figure 2 shows the user side of the system and shows how users can select programme content for viewing.
In figure 1, programme content is shown generally at 10. This content may come from web pages 12, high definition television 14 having a data rate of 5.0Mbps, standard definition TV 16 having an approximate data rate of 1.5Mbps, low definition TV 18 having an approximate data rate of 300Kbps, low file rate format 20 having an approximate data rate of 35Kbps, which is described below, or radio 22 having an approximate data rate of 20Kbps. Other content sources are possible.
The platform itself is shown at 24 and has three component programme delivery sections, platform streaming 26, web serving 28 and active preference 30. The platform may be accessed directly via a platform website 32, shown as having the URL www.platform.com, or via one of a number of zones. In the figure, three types of zones are shown: client zone 34, platform zone 36, and user zone 38. Each of these zones have their own web site having a unique URL as shown at 40, 42 and 44. Also shown at 46 are associated websites through which users may access the system. The websites are available to users over the worldwide web, shown generally at 48 in the figure. Each zone type may have a plurality of zones. In some cases there may be thousands of zones in a given zone type.
Figure 2 shows how channels of programming are delivered to the user via a selected home page 50, which may be any of those illustrated in figure 1, and the world wide web 48. An internet browser and digital media player 52 cause content to be displayed to the user which consists of a channel page 54 and programme content 56. As will be described, the programming is provided on a large number of channels 58 arranged in groups 60 with the ability to cascade through channels in a group. [
Returning to figure 1 , the platform includes streaming servers 26, for distributing content to uses. The content may be streamed as unicast or multicast depending on the number of users simultaneously connecting to a particular channel. Unicast streaming refers to the content being sent from a single server location with all streams connecting to that location. Multicast streaming, sometimes referred to as edge streaming, requires a number of serves, typically distributed around the world and having the same content. Users wishing the view that content are directed to their nearest server. Progressive download refers to online media which users may watch as it downloads. Progressive download files don't adjust to match the bandwidth of the user's connection like a "true streaming" format. Quick Time's "fast start" feature is a
progressive download technology. Also called "HTTP streaming" because standard HTTP servers can deliver progressive download files, and no special protocols are needed.
True streaming refers to technologies which match the bandwidth of the media signal to the viewer's connection, so that the media is always seen in real time. The word "True" is added to differentiate this type of streaming form "HTTP streaming" (aka "Progressive Download"). Specialised media servers and streaming protocols such as RTSP are required to enable true streaming.
Thus, content can be unicast, or multicast and may be downloaded progressively or true streamed.
Web servers 28 manage web elements of the platform and provide the user front end of the active preference system described below.
The active preference section of the platform is described below in detail. It provides for periodic changing of the channel distributed to the user. Each of the zones 34, 36, 38 may provide multiple channels. The user may select channels from one or more zones only. In an environment in which there may be hundreds or thousands of channels distributed by the platform, the zoning of channels assists the user in selected the content they wish to receive. Client zone 34 is an example of a secure zone which cannot be accessed and is not visible on the platform from outside the relevant corporate environment. It may be accessed via an internal corporate VPN for password protected secure content. The websites 32, 40-46 provide access points for users. The platform may be accessed via the platform website 32 or by any of the zone websites, or associated websites. Some channels may be available for selection by the user from some
websites only, whereas others may be common to some or all of the available websites.
When a user accesses a website they may be required to log-in, providing a password. They may then select the language in which they wish to view the text following which they are taken to a screen which contains a menu of themes which have associated programme content which may be selected. These themes or genres may include news, sport, arts, lifestyle etc. In practice, in many cases, log-in and password provision may not be required, whereas some sites will required a log- in, for example due to the nature of their content.
The associated websites may be sites which contain a link to the platform. For example, a motor sport website such as that of the governing body, the FIA (Federal International D'Automobile) may have a link which may be followed enabling users to access motor sport related programme content.
Referring now to figure 2, the user receives one channel at a time although users with high bandwidth connections may receive more than one channel with the first being displayed and the second being pre-connected to aid transition between the two. Alternatively, both channels may be displayed with possible further channels as a mosaic in the user browser. Receipt of multiple channels allows for rapid transition between channels as either an automatic or manual process.
The user receives programme content via their internet browser and displays images and audio content using a digital media player such as Quicktime (RTM) available from Apple Corp.
When programme content is being played out, the user may be taken from channel to channel, cascading through a plurality of channels automatically. These channels may expose the user to an increasing amount of advertising content.
The channels selected contain related content and may depend on user preferences. Cascading may be though a series of sub-channels arranged in a hierarchy and related to a channel at the top of the group. In figure 2, four channels are shown which the uppermost channel 0 being the top of the group and channels 1 , 2, and 3 being sub-channels. Channel switching is achieved through the user of cascade points which are described below. By grouping channels at various levels, a channel structure is formed which enables a very quick transition between channels so avoiding delays when connecting to a new channel. The channels that are distributed via the platform will include internal (system provider) and client programming channels and also integration content such as the titles, barker channels (for advertising existing and future content) as well as advertisements, user instructions, help and support. The platform is suitable for carrying all streaming media formats including radio, television, high definition television and 3Gp mobile as well as a low file rate format described below for programmes distributable over low data rate connections.
The platform and its content are scheduled to a standard time to avoid the need to deal with local time zones. This may be a combination of a Greenwich Mean Time (GMT), also known as Universal Time (UTC), and Internet time in which the day is divided into one thousand equal parts.
Each individual channel may carry the look and feel of the external client website to which it may be associated. A client refers to an external programme producer who uses the platform to distribute content. Users may connect to the channel via a link in an external client website and the web elements of the platform give the impression that the content forms part of the client website.
Although it is presently preferred to use the low file transmission rate to be programming discussed below, users with higher speed connections such as broadband, rather than receiving a single programme channel, may accommodate multiple simultaneous low file rate programming channels. These may be viewed in
isolation or as a number of channels appearing as a mosaic, each occupying a portion of a display. Audio may be selected on a channel-by-channel basis.
Many channels will distribute content of a similar nature to that already appearing on a client website in text form with a limited number of images. In these circumstances channels are directly related to pages on the client website. The World Wide Web carries many millions of websites and therefore the number of channels provided could number hundreds of thousands, if not millions. Thus, the platform extends the World Wide Web and may be viewed as acting as a front end to conventional web sites.
The platform may be accessed by users by the platform home page, by direct access to a zone or via a link from an external client website. These multiple access points may be used to build an inherent security from a Denial of Service Attack (DSA). The approach isolates individual channels associated with client websites from the main system. Thus, should there be a major failure of the main platform elements, it would still be possible to access the channel or channels from the client web link. In addition to streamed media programmes as discussed herein, the platform may offer users access to other online services such as secure online purchasing. Users may be able to download streamed content either directly from the platform or form an alternative source. By using common technologies and user interfaces throughout, the user may move freely and easily around the platform.
The content may be distributed to a wide variety of end users. As well as to household users, content may be distributed to transportation such as trains, vehicles, aircraft, etc; personal users via mobile devices; electronic advertising hoardings; public places such as airports, hospitals and government buildings; temporary events such as exhibitions and sports events; retail outlets and to the corporate environment. The latter may be via internal corporate virtual private network for password protected secure content that cannot be accessed and is not
visible on the platform from outside the relevant corporate zone. Alternatively, it could be made freely available and visible to any user connecting to the platform depending on the nature and intent and purpose of the content. Many of the channels will be used purely to deliver advertising content. As such, it is necessary for an advertiser to monitor how often that content is viewed by users, so as to be able to determine the exposure. The platform enables details of which streams are connected to be provided in real time. Figure 3 shows the main platform components. The platform is shown at 101 and shows post produced programming and live programming 102, 104 from clients 106 for distribution via the Internet to private internal corporate users, retail outlets, corporate users, households and others. The post-production component 102 provides software and hardware enabling the production of suitable content and distribution via the platform. This can be used with off the shelf software and hardware to make the process of producing programming simple and cost effective. The live production component 104 provides software and hardware for handling live programme content, which can also be used in conjunction with off-the-shelf software and hardware to provide simple and cost effective programme production.
The platform content front end 101 allows content producers, such as facility houses, to load content automatically to the system. The front end performs in a way similar to online purchasing in that it enables clients to fully automate the process of purchasing platform space as well as integrating the content they have purchased with their own individual websites. Thus, in some instances, the platform can run without intervention. The content front end includes standard agreements, payment terms etc and enables online charges to be made and new versions to be submitted for programming already on the platform. If required, content submitted to the platform can be held in archive either awaiting the appropriate time slot or for legal reasons.
Once content has been submitted to the platform, the client can check the content via a password protected VPN to ensure that they are satisfied with the programming before it is released to the main systems servers.
The platform includes necessary content management functionality to monitor and manage content throughout the processes to ensure that content is properly referenced and adheres to contractual and other terms and conditions. A business management function is provided to provide a communication path the client for necessary administration purposes including client reporting.
Content is distributed to users via platform streaming servers as shown at 26 in figure 1. These may be located at a single position or distributed at various places around the world. The content may be streamed as a unicast or multicast depending on the number of users simultaneously connecting to a particular channel and their geographical location. Web elements of the platform are managed by web servers, which provide the user front end and manage application of the active preference system described below.
Active Preference
A second aspect of the system described is the control of programme delivery to the user. One feature of this control is called active preference shown on the platform at 30 in figure 1. As can be appreciated from the description of the channel content above, an Internet streaming platform enables an entire channel to be dedicated to a constant repetition of a single item only a few minutes in duration. This short duration repetitive programme could be a commercial or infomercial with multiple channels carrying the same commercial in different languages.
There are five aspects to active preference which will be described: The Active Preference Engine Cascading
Automatic Channel Selection Virtual Channels User Zone Functionality
Active Preference Engine
Embodiments of the present invention use active preferences to assist the user to manage their own selection from the vast amount of available preferences. Cascading, described below, is used to switch the user from channel to channel at predetermined times or points in a programme, for example, to ensure that they are exposed to advertising content. The active preference system may be used on any multi-channel platform, but is most beneficial where there are very large numbers of channels. Whereas traditional programme management tools such as electronic programme guides (EPG) only allow manual selection on the basis of a text based description, active preference allows automated selection on the basis of preference. Preferences may be registered through historical choices in which the system logs choices made in the past and presents new programming that reflects those preferences. Thus, the user is not necessarily expressing a preference for a particular channel but for a programme type. In addition, preferences may be registered by a predetermination of certain personal information and preferences, which may be acquired by the system from the user, for example, by completion of a user profile by the user when they first subscribe or log in to the system. The system can then choose programming which reflects the information provided. Preferences may also be obtained by interaction with a choice of programming provided by the system. If no information is available about the user, the system may generate programming based on some pre-set standard criteria. Once this programme commences, the user may redirect programming wherever they wish. Over time information is recorded from the users' intervention that can be used to develop a set of preference criteria which will present new programming based on the systems' interpretation of the user's preferences.
Users have the opportunity to request certain types of programming for specific programmes. These may relate to a specific theme or themes. The system can then select these preferences at the appropriate time or as available. Similar to an Internet browser, the user can create the favourites list on the system, however, the system can then go on to choose programming based on this list. The system may cascade automatically to a pre-selected programme on start-up. Cascading is explained in detail below.
As discussed above, the platform may have multiple points of entry, for example, through the client's website. The programming presented may be based on the general subject matter area of the content at the point of entry.
The active preference system is presented to the user via the front end, which enables them to enter as little or as much data as they wish in order to establish programme selection criteria. The front end enables the user to interact with the active preference system in the manner discussed above. It will be appreciated that the active preference system enables the content viewed by the user to be controlled and delivers to the user programmes selected from a number of different channels which are tailored to the requirements and interests of that user.
Cascading
Cascading as illustrated in figure 4 is triggered by cascade points that are attached to the programming, either as part of the production process or when the programming is on the platform. The cascade point is a marker which identifies appropriate points at which the cascade process can take place relative to the programming. Cascade points take the form of in an out points indicating an appropriate point to join or leave the channel, or key points which indicate a key point in the channel such as the start or end of the programme on that channel. Other types of cascade point may be used, for example, to signify advertising content.
Cascade points act as triggers to invoke events or to report status. Cascade points can be used to trigger the commencement of the process of connecting to the next channel stream. A cascade point may be in the channel presently being displayed to a user indicating to the system to switch to another channel, or may be in another channel, indicating to the system to switch the user to that channel or even a different channel. For example, a cascade point may indicate the beginning of a programme on a channel and cause the user to be switched to that channel.
Cascading can occur in any direction and across all channels. This is discussed further below in terms of the channel structure. The active preference system identifies different types of channels and arranges the relationship between the channels in a channel structure. The channel structure broadly identifies the content of the channel in terms of the level of commercialisation of the content and may also be applied in terms such as the level of focus or detail on a particular subject.
Channels within a structure are arranged in hierarchical levels. A number of levels can vary according to the particular subject matter but normally include three or four levels. These are numbered, and start with, the least focused or least commercial level which may be numbered level 0. Subsequent increases in the focus or commercialisation go from level 1 upwards with the highest levels being the most focused or commercial. These higher levels may be infomercials or sales. Channels of different levels are aligned with one another to maximise the commercial or informative potential of the higher-level channels due to their relationship with level 0 channels to maximise the likelihood of attracting users. This enables commercial content to be aligned with general content of a common theme. This minimises the negative perception of commercial content and can eliminate it altogether being seen as a positive enhancement. Thus, for example, a level 0 channel on fishing in general would be aligned with a level 2 channel on a fly-fishing event sponsored by a certain brand leader and a level 3 channel running information on fly-fishing equipment produced by that brand leader.
This alignment of channels allows straightforward and simple transition between channels either using cascading as described above or as a manual process. The alignment of channels in the channel structure will be presented as options for manual selection via the front end. Depending on the available bandwidth, the pre-selection system may allow rapid transition between these channels either as an automatic or manual process.
Automatic Channel Selection Automatic channel selection is achieved by the active preference software selecting the channel to be displayed to the user and controlling the platform accordingly.
Virtual Channels
Virtual channels may exist either for individuals or groups of individuals. The latter is a generic virtual channel created on the basis of information registered on a platform or group basis. An example of the structure of a virtual channel is shown in figure 5.
Where a user has not entered any information and not interacted with the system in any way, the system presents programming based on criteria registered on a platform basis. This would present the programming that would seem to give the best overall general experience of the platform at that time. As soon as the user manually changes to a different programme, the active preference process is begun on the basis of history. The system then has knowledge of the new channel and can base further programming changes on that selected channel.
Generic virtual channels may be defined for demographic groups or actual groups such as members of a club, family or organisation. Virtual channels may be created either at the server or at the client.
The content that forms the basis of the channels is referenced on an item-by-item basis. Each item has a reference code that contains information required by the active preference system to determine and locate suitable programming for any active preference criteria. This reference is arranged in a hierarchy. The reference codes may be determined retrospectively by a content search engine. Cascading is the method that is used by the active preference system to manage the transition from one channel to another in an appropriate manner to present the user with the programming of their preference as a virtual channel. Cascading is not limited to use with an active preference system but may be used by the system to invoke predetermined channel changes, for example, to display advertising content to a user at a predefined time. Also, active preferences can work without using cascading although cascading is preferred.
User Zone Functionality
The active preference system may form zones that are presented to the user in order to create local areas on the platform giving the user the ability to decide how extensive to make their choice of programming. These zones are presented to the user via the front end and may comprise a few channels or many hundreds of channels. The zones give the user the opportunity to work within whatever scale of options they are most comfortable. The zone structure hides the scale of the overall platform and creates a user's own locality of size and preference. The front end may allow the user to move directly to their predetermined zone should they wish to do so. Preferably, zones will contain level 0 channels as these channels are more likely to be suitable for continuous use over an extended period of time.
The user zone is a unique and individual interface made available by the platform for each individual user or user group. Each User Zone will have its own URL and act as the entry point to the platform for individual users. The User Zone can be tailored to individual requirements and can be personalised by the user in terms of look and feel. As the User Zone is linked to the Active Preference System it becomes the front end between the user and the Active Preference features.
The user will have the ability to enter personal data via the User Zone to the Active Preference System to enable the Active Preference System to dynamically present various options to the user regarding programming that may be of interest to the user over various time periods, such as the next hour, day, week or month.
As well as presenting the user with various options in the form of a "personalised EPG" the User Zone will also offer one or more Virtual Channels based on user preferences.
The User Zone also gives the ability to record, archive and manipulate programmes; access any games and provide the user interface for participation in those games which formed part of or were associated with content on the platform; give access to account information including payment facility; push alerts and reminders; push targeted advertising or promotional content based on individual preference; present programming chose based on connection speed of the location available to the user from to time i.e. if the user moves around and experiences different connection speed then the system will automatically indicate whether or not certain programming would be available in that location due to connection speed limitations; set up User Zones for groups such as classes related to a particular educational curriculum where the teacher sets up the preferences and the class then have access to the Zone; and for one person to create a User Zone which can then be made available for others to user (but not adjust) i.e. for parents to set up Zones for children. The construction of channels from items is discussed below. Active preference allows virtual channels to be created by scheduling different sections from different channels running on the platform at cascade points. For this process
to work efficiently a variety of different programming banks must be available which can be selected automatically to enable the virtual channel to appear cohesive and continuous. A platform running a very large number of channels allows a different approach to be taken from one running a few tens or hundreds as entire channels can be dedicated to shorter duration loop items or programmes. Thus, a single infomercial can occupy a complete channel on a looped basis. This is the example given as channel Z in Figure 7.
Virtual channels may be created using progressive downloads as it is possible to trigger the commencement of a progressive download to start at an appropriate time to fill a space in the virtual channel.
Channels which contain a significant amount of new and varied content will be the source of much of the content on the platform. Channels of this nature will be level 0 and level 1 channels. These channels follow a more traditional structure. The channels have three distinct and different roles. They provide a method of delivering new and different content on a continuous basis; they provide a method of delivering the same content on a repeating or looped basis to form a near-on-demand channel; and they provide segments of programming used to form a virtual channel.
Where bandwidth limitations permit, the active preference system can enable a channel pre-selection feature. Where a manual channel change is made the preselection system opens the next channel and allows it to run in the background until it is appropriate to change from the previous channel to the new channel. When the switch has been made, the previous channel will be terminated. A number of channels may be pre-selected. For example, channels at various levels which have been aligned together as part of a channel structure may be selected enabling a very quick transition between channels and so avoiding delays experienced when connecting to a new channel.
The system allows users the advantage of not having to watch advertisements for material with which they are not interested. However, advertisers
will not wish to use a system in which their advertising content is not seen by sufficient people. The agreement between the platform provider and an advertiser will most likely require that a commercial is aired for a specific number of times or duration during the agreement period. The active preference system can manage this by connecting the relevant commercial content and presenting it as part of the virtual channel. The system can determine the most appropriate point at which to air the commercial content and use the preference criteria of a specific virtual channel to determine the most appropriate commercial. Thus, the commercial content will reflect the nature of the other content on the virtual channel for maximum commercial effect and minimum user negativity. The user can always elect to avoid the commercial element and to continue with the virtual channel or switch to another channel.
Cascading is illustrated in figure 4 and will be described in more detail in the following example of how the user may access the system and navigate their way to a channel and then cascade from channel to channel under the control of the system.
The user accesses the system via a system web site or via a client website. At the system website the opening screen, once the user has logged in and provided any required password, enables the user to select the language in which they wish to view text, following which they are taken to a screen which contains a menu of themes which have associated programme content and which may be selected by the user. These themes or genres may include news, sport, arts, lifestyle, kids, education, health and fitness and financial and others as shown in table 1 above. Many other themes or genres are possible. In order to receive the programming the user will need to have installed and run a digital media player such as Quicktime (RTM) available for Apple Corp. A link to enable the user to download Quicktime may be displayed on this screen and/or on following screens.
The user selects one of the other themes, for example sport, and is then given a further menu of subcategories or sub-genres within the sport theme, for
example: motor sport, football, cricket, tennis etc. Each of these sub-themes represents a series of channels of associated programmes. For example, having selected motor sport, the user may then select "Racing" from a motor sport menu; Formula One" from a motor sport menu; "San Marino Grand Prix" from a Formula One menu and "Race Live" from a San Marino Grand Prix menu. Each of these menu stages may have links to related web sites. For example, on selecting "Motor Sport" there maybe a link displayed to a motor sport governing body such as FIA (Federation International de L'Automobile) with a display of that federation's logo on the web page as the link. Similarly, the FIA web page would contain a link pointing to this page of the web site allowing users to access the site from routes other than the home page.
In a similar manner, the "Formula One" page may have a reciprocal link to the official formula one web site, and the "San Marino Grand Prix" page may have a link to a web site dedicated to the San Marino Grand Prix, where users can view the circuit and find out information about the drivers, teams racing etc. These links may all be conventional hypertext links enabling users to access information that is appropriate to the level of the menu hierarchy that they are presently in. These websites also provide entry points to the platform.
Returning to the San Marino Grand Prix screen, the screen may, for example, have links to "Race Live" and "Qualifying" which, in turn lead to a screen through which programme channels can be delivered. Once the user has selected one of these programmes (actually a set of associated programmes) the programme content of the main channel will be played out to the user in the format to be described below with respect to Figures 6 to 9 with a mixture of continuous streamed images, continuous streamed audio and text and links. This channel is a level 0 channel.
As discussed above, the delivery of a virtual channel to the user requires level 0 channels, in this case the live race or qualifying, to have a hierarchical
association with a number of related channels which can either be selected by the user of through which the system will cascade automatically. This enables the user to be gradually drawn to increased advertising content, but only in areas that are of specific interest to that user. This approach makes viewing enjoyable to users, as they do not have their viewing interrupted by adverts of no interest to them, and of great value to the advertisers who can retain the user's attention for a greater span than a conventional TV or radio advertisement. It is not necessary for delivery of the virtual channel to use level 0 channels. The use of level 0 channels is useful for automatic channel selection where a level 0 channel is the primary starting point for cascading through a number of channels in a channel group.
Figure 4 illustrates the idea of cascading programming discussed above. Each streaming channel has a unique URL under the system URL. In Figure 4 it may be assumed, for example, that the Champions League Final has a URL extension of the Home URL + II with the various other URLs shown in Figure 4 relating to other main programmes which maybe in the football genre or other genres. The main channel at this URL is channel X as shown in Figure 6. This delivers consecutive items through the two programmes that comprise channel X. Channel X is considered to be the base level or level zero channel. The items forming channel X may contain a variety of photo images with associated text and audio, together with illustrations and images behind which may be links to other web sites. For example, the logo of one of the competing clubs may be displayed with a link to that club's web site. At a predetermined point in the programme on channel X, a cascade point will be reached. At this point, the programme content that the user receives is automatically switched to that being streamed on another channel, for example channel Y as described below with reference to figure 6. Preferably, the content of channel Y is in some way related to the content of channel X. Channel Y may be one of a number of channels to which the system can cascade. The decision may be random or based, for example, on the user's past viewing habits using the active preference system described above. For example, if the user has, in the past, selected one of the associated channels, the system may cascade to that channel. This cascade takes the user to level 1 which has its own time line independent of the
level 0 channel and includes its own cascade point which, when reached, will automatically switch to a different programme channel, in this case channel Z. A cascade may jump more than one level up and down the hierarchy. In the example under discussion, channel Y might carry a feature of one of the clubs competing in the Final. For example it may include a tour of the club and/or interviews with critical members of the club. It will also typically start to introduce advertising content, for example displaying the logo or information relating to one or more sponsors of the featured football club. At the cascade point on this cannel, the user is taken to channel Z which may be a programme devoted to a particular sponsor.
As mentioned above, there may be a plurality of available channels at each cascade point. For example, at Level 0, the programme may cascade to one of a series of channels each relating to a different club, at the level -1 cascade point the programme may cascade to one of a series of channels each devoted to a different sponsor. Where the system cascades automatically, the decision as to which channel to cascade to is taken by the system. It may choose a channel at random or base the decision on past choices made by the user.
At any point in the channel hierarchy, the user may return to the programme channel from which he cascaded out, or select a different option at that level. For example, at level -1 the display text may include details of other clubs features on other channels and the user can select any of these. Similarly, at the level -2 stage, the user may return up a level or select a different channel at that level.
Thus, each main channel has a hierarchical set of n associated channels: n may be one or more. The user can move up or down this hierarchy at any time but each channel has a cascade point which, when reached, will cascade the user to a different channel in the hierarchy. The cascade point will usually signal to the system to move one level down the hierarchy but may move more than one level up or
down. When the user is at the lowest level (level -2 in Figure 3) at the cascade point the system may either move up a level or return to the top of the hierarchy at level 0.
Cascade points may occur at the end of a programme or at any point during a programme. In the storyboard of Figure 9 below, provision is made for cascade information. This is particularly appropriate for levels -1 and -2 which will tend to be short "infomercial" type programmes but will be less appropriate for the main level 0 programming which may carry live action over a longer period of time. Cascade points may be built in at convenient times, for example every few minutes.
A cascade point is simple to implement and merely requires the user browser to display programme content from a different streaming channel.
Programme Format
Programme format will depend on the distribution medium used to present the programmes to users. Where conventional radio or television is used, the programmes will be in audio or video and audio form respectively. In the preferred embodiment, for distribution via the Internet or other on-line medium such as an intranet, programmes are made up of three core components: images; audio; texts and links. Each of these three core components is associated in the programming along a time line, as will be described in relation to figures 8 and 9, enabling coordination of the component with one another. However the invention is not limited to programmes having these three core-components. Some aspects of the invention are applicable, for example, to programmes which are audio only, as will be described later.
In the following description, an item is defined as a combination of images, audio, text and links. Not all of these components need be present in an individual item. A plurality of items together forms a programme. A plurality of programmes forms a channel. A channel may also be formed by looping an item so that it is repeated over and over again. Similarly, a channel may be formed by looping a
programme or several programmes to repeat over and over. Each channel, however formed, can have a predetermined maximum number of simultaneous connections, referred to as streams. The inter-relationship between items, programmes and channels is illustrated in figure 6 which shows three channels: X, Y and Z. Channel X has seven items, of which items 1 to 3 form programme A and items 4 to 7 form programme B. These two programmes may be repeatedly looped such that Channel X distributes programme A followed by programme B, followed by programme A, followed by programme B, etc.
Channel Y has just three items 1 to 3, which made up programme A. On channel Y programme A is looped so that when item 3 is finished, item 1 of programme A is the next to be distributed.
Channel Z merely has one item, which is looped. Thus the output on Channel Z is item 1 over and over again.
Figure 7 shows how the three core components may be displayed to a user. The components are displayed within a web browser. Typically, and as shown at 80 in figure 7, the image is displayed in the top left hand corner of the page with text/links 82 underneath the image. The image may be reduced in size (84) or enlarged (86) to fill the screen, at the user's choice. When the image is not full screen, the remainder of the web page may be tailored to match the look and feel on an individual basis. For example, if the programme is a live motor sport race, the remainder of the page could have motor sport related content. The content could be coordinated with the content stream.
The audio component is delivered as at least a continuous mono audio stream.
In the present example, where programming can be delivered to the user via a 56K bit/s modem, it is envisaged that the continuous streamed image component is delivered on six image files per minute. This amount may be varied but there will be an upper limit, depending on image content and the type of compression used, above which image delivery is not reliable. The advantage of being able to stream the programme content continuously over a 56K bit/s modem is that nearly all Internet users will be able to receive programming.
The available bandwidth is allocated across the three elements that make up items. The amount of bandwidth made available for each element is variable from programme to programme depending on the nature of the programme and the priorities for that programme. An example of a possible bandwidth allocation based on 40k bit/s of available bandwidth from a 50k bit/s dial-up connection allocates 16k bit/s to audio, 20k bit/s to image and 4k bit/s to the remainder including text and links.
Although described as a low data rate transmission system, the concepts used are equally applicable to other data rates. The ability of the format to be used with a wide range of data rates makes it suitable for streaming to mobile communications devices. Programmes can be constructed and streamed to the 3G standard for this purpose.
The three core components will now be described in more detail.
Images
Images are files which create the display in the image area of the user browser or other display device. Management of these display files is of great importance. Unlike video, the size and frequency of image files is controllable by the programme distributor. Moreover, as the file transmission rate is very low, files may be sent over an
extended period of time. Where approximately 20k bit/s is allocated to the transmission or streaming of image files, it is preferable to send the file at a constant rate over a period of time. Thus, the file rate can be expressed in terms of the number of seconds per file. A 5kB file, downloading at 2.5kB/s will take 2 seconds to download whereas a 100kB file will take 40 seconds. When constructing programming it is necessary to maintain an image in view for at least the amount of time that it takes to load the subsequent image, which time will depend on the file size of that subsequent image. The files may be formatted in any convenient manner. Many files will be digital photographs stored and displayed as jpeg files. The file format will depend on the nature of the content, which may include graphics, illustrations, moving image clips, animations, panoramas, logos and diagrams or charts. There is no theoretical limit to the file size that can be used and remain within bandwidth limits although the larger the file size, the longer the download time. This is dealt with by ensuring that the previous display is maintained for that download time, as part of the programme storyboard, to enable the download to complete. This ensures a continuity of images displayed to the user. To minimise file sizes, it is appropriate to compress the images, with the type of compression being dependent on the image type. It is preferred that the original source material is uncompressed, as far as possible, to maintain the highest level of image quality. The description so far has referred to the display as a PC or mobile communications device. It is possible for images to be displayed full size or on a projection screen or other large format screen. It is desirable to maintain a level of image quality that is suitable for the type of display. This will depend partly on the original image size. At present, it is expected to use an image size of 860 x 574 or 720 x 480 pixels for a 3 x 2 aspect ratio image.
Audio Unlike images, which are downloaded as individual files, the audio is streamed on a continuous basis. This means that there is no flexibility to adjust audio quality apart from changing the amount of bandwidth allocated. When used with a 56k bit/s dial-up modem, an allocation of 16k bit/s for audio requires careful choice of the dynamic range of the component parts. The most appropriate dynamic range closely follows the model for monaural AM radio. The audio part of the format can be constructed as a mixed output in the same manner as a radio station. Compression suitable to audio is used to minimise the bit rate.
Text and links
The third component of the format allows one or more URLs (Uniform Resource Locators) and a limited amount of text to be aligned with the images and audio along a timeline. The text and links need not necessarily be transmitted or streamed with the images to ensure that they appear in a timely manner.
In order to receive the programming the user will need to have installed and run a digital media player such as QuickTime (RTM) available from Apple Corp. A link to enable these to download QuickTime may be displayed to the user. When using a digital media player such as QuickTime, the audio and images may be combined as a stream. In an alternative embodiment it is possible that the images are served independently of the audio, which itself, is streamed in isolation. In each case the requirement is that the images and audio are coordinated in a timely manner.
The three components of the format programming are edited along a time line using off-the-shelf and proprietary editing tools to a storyboard. Programming may be edited on an item-by-item or a programme-by-programme basis.
Figure 8 shows the construction of a programme. A time line 100 is provided measured in seconds and the image to be displayed is shown. In this example, there
is one minute of programming shown comprising six images each displayed for about 10, although this may vary depending on the download time of the next image and the programme content, and the associated audio and text for each image. A plurality of simultaneous connections are shown representing users who are receiving the programme.
Figure 9 is a similar view to figure 8 but illustrates how one image is downloaded while the previous image is being displayed. In this figure the upper set of images represent displayed images and the lower set of images represent downloaded images. Thus image 1 has been downloaded prior to the template shown. While it is displayed, image 2 is downloaded. That image is then displayed while image 3 is downloaded, and so on.
It will be appreciated from the foregoing that the images are not in video format. Video images are recognised as having a consistent duration between frames, a common file size and an association with audio only. Video seeks to present the appearance of continuous moving images by comprising, within a sequence, a series of frames having common elements with a key frame. By contrast, In the 56k modem embodiment of the present invention there is no maximum duration between image files, although this duration is unlikely to exceed one minute. Whilst it is preferred that each file is, or commences with, a key frame, it is possible to send a file that contains a sequence of common elements (a clip). Unlike video, text and links may also be associated with the images. Moreover, the duration between each image file can vary from image file to image file, for example depending on the subjective importance of each image file to the user. This approach to programme construction enables programme content to be streamed over the Internet and mobile networks at very low data rates with a much larger image size and quality than is achievable with conventional video formats.
In the embodiment described, three channels are associated with each other, a main channel and two sub-channels. There is no limit to the number of channels
that could be associated. Each channel may comprise no more than one item or programme and the cascade software searches for items of programmes in a user's active preference zone, which can be defined by the user or deduced by the system on the basis of past viewing habits. The effect is to produce a unique virtual active preference channel for that user which includes channels at different levels, with the different levels preferably representing different intensities of advertising exposure.
As mentioned above, the system offers the user the ability to create a virtual channel in advance on the basis of active programme preferences. A virtual channel may include multiple languages. Thus, for example, a user could choose to a news programme with English language audio, and a sports programme with Italian audio. Figure 6 shows how such a virtual channel may be constructed under the control of the active preferences. The figure shows how the programme content delivered to the user commences with channel 6, then, on encountering a cascade point in the channel 6 programme, moves under the control of the active preference system to channel 3. It then cascades to channel 5, then channel 15 and so on, ending at channel 7, with each of the cascades, or transitions, being controlled by the active preferences system. At any point the user can manually change channel. However, the programming on the channel to which he switches will eventually encounter a cascade point where, once again, the channel will change under the control of the active preferences. The system may give the user that the channel is about to change and give the option of overriding the change. A virtual channel may also be formed from multiple formats such as the programme format described above, radio and television.
In the previous embodiment, the programmes have been described as having up to three core components: images, audio and text/links. In an alternative embodiment of the invention, the concept of cascading may be applied to digital radio (DAB or Digital Audio Broadcast). In this case, the system would cascade through audio items only in the same manner as described above. Cascading may also be applied to digital television in which case the core components are images and audio.
Many modifications may be made to the embodiments described within the scope of the invention and will occur to those skilled in the art without departing from the scope of the invention which is defined by the following claims.